Tell me community how is USA not a broken faction. Im always scrambling for a counter....even when I hold most the map (we are talking 75/85% of the map including fuel)
Okay, I will do my best.
There is only so much USA can do to counter every thing wher (even okw) throws at them.
What USA doesnt have that EVERY OTHER FACTION HAS
Before going into the list point by point I will preface it with this: Every faction has holes in its tech structure. Ostheer has no light tank, OKW has no generalist medium tank, Soviets have so many bad core units that they have to rely almost entirely on call-ins. As for your specific complaints...
-Early mortar
Well technically USF does have the mortar halftrack and pack howitzer. Both are definitely under performing at the moment but that's not an error in faction design, just balance. I suggest voting for those units here and here. Furthermore, OKW has no mortar AT ALL.
-Early MG
It doesn't come that late. Again, OKW is somewhat lacking in this area too. However I certainly think it should perform better for a unit with such a high price tag and tech requirements. You can vote for it here.
-Early nades (need to spend 25 fuel most expensive nades)
I'm pretty sure USF can get grenades faster than any other faction. Airborne can also throw cooked nades without doing the research at all. Plus grenade research gives USF the extremely useful smoke rifle nade. I think this is arguably one of the areas in which USF actually excels compared to other factions.
-Early Structure demo
Well, neither axis faction has demo charges at all and USF does have access to them through armor company or mechanized, later on. So really I don't think this argument holds much water.
-Late game Infantry (garabage at this point even vetted)
Paratroopers are excellent late game infantry.
-Late game COMPETENT AT (jackson is very paper)
The american AT Gun is definitely lacking. The Jackson could probably use a boost to its AP rounds ability and acceleration but otherwise I think it's fine.
-Late game arty (howister tank is paper and howitser is wayyyy to rng)
Pathfinder and Mechanized artillery are arguably the best off-map artillery abilities in the game. The priest performs well in its role in my opinion, which is rare for mobile artillery so I am in no hurry to go changing it. Other USF indirect fire units have already been discussed.
Why must I be defensive, when you have to be offensive to win the map....its a fucked up meta if you ask me....
I certainly don't play defensively at all, and I have had my share of success.
Why do axis always get rewarded for "sitting back" "doing nothing"
Defending against waves and waves of allied assaults is not really sitting back and doing nothing if you ask me.
I miss coh 1.....If you capped or cut of resources in that game it was crucial...this game is so stupid with the resource points...
I feel like the game has very little map tactical value..its all about...who can turtle and harass harder
I completely disagree but since these complaints really have nothing to do with USF at all I won't even bother to address them. The coh1 vs coh2 debate is pointless in my opinion. Play the game you like the best, nobody is forcing your hand.